Large Fey, Neutral Evil
Armor Class 19 Natural armor
Hit Points 250 (30d10 + 50)
Speed 30 ft.
STR
20 (+5)
DEX
22 (+6)
CON
23 (+6)
INT
12 (+1)
WIS
14 (+2)
CHA
17 (+3)
Saving Throws WIS +8, CHA +9
Damage Resistances Acid, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Senses Blindsight 60 ft, Darkvision 100 ft, Passive Perception 20
Languages Common, Druidic, Druidic, Elvish, Sylvan Cannot speak, only can wail or scream uniteligently
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Detect Life. The creature can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. She knows the general direction they’re in but not their exact locations.

Plant Movement. The creature can move through the plants that make up its home and itself, through this it can move through other creatures and objects spaces as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.

 

Actions

Multi Attack. Alaila can do two melee attacks of any combination: Corrupting touch, Rending Claws, Vine Whip.

Merge Strike (recharges on d6 roll of 5-6) Alaila can merge with plants becoming almost impossible to track while moving. While in combat if she uses this she emerges at the end of her turn. When she emerges she can do 'inflict wounds'

Corrupting Touch. Melee Spell Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) necrotic damage.

Rending Claws. Melee attack: +10 to hit, reach 10 ft, one target. Hit: 16 (3d6 + 6) Slashing/Piercing damage depending how she strikes.

Vine Whip. Available at any range while in lair. Without lair: melee attack: +10 to hit, reach 20ft, one target. Hit 17 (2d8 + 6) slashing.

Regrowth: Heal 100 hit points. single use per fight.

Legendary Actions

3 legendary actions available per round:

1 point: make a melee attack or melee spell attack

2 points: Plant movement up to 25 feet

3 points: Shell: the vines and plants around her if any grow and surround her body giving her more armor and a +4 to AC until the start of her next turn

Description

The large corrupted Dryad Alaila has been alive much longer than even she can remember. Due to the corruption of the forest she called home she has been tainted by Necrotic/poisonous energies and swelled in size. While she has been corrupted by these energies she still retains all base abilities of a dryad and can even revert her appearance and size to that of a normal dryad to lure in hapless adventurers so she can get revenge for the dying forest she calls home. 

Lair and Lair Actions

Lair actions happen on initiative 25 (losing an initiative tie) choose one of the following

Swallow and break: pick up to two character/monster up to Large size that get pulled down through the vine like floor and is considered grappled. Escape dc18. At the end of each turn the captured creature takes 2d6 bludgeoning as the plants and earth squeeze it

Spores: (cannot be used again until another lair action has been used) multiple areas around the lair sprout a brightly colored bud and it spews forth a cloud of spores spewing a 15 foot radius cloud: Con saving throw dc18. Effects can be picked or rolled with a D4

1: targets physical speed is halved for the turn

2: Target is considered poisoned

3: The cloud is similar to smoke and is hard to see through but dissipates after one round

4: the spore cloud is a hazy green color and attracts bugs. does no damage.

Previous Versions

Name Date Modified Views Adds Version Actions
5/18/2020 3:33:55 PM
5
2
1.3
Coming Soon
Insanity413

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